# WEAPON RULE (user, 29 Oct ~12:20). Applies to every kill film, page and game.

The user, verbatim:
- "critical issue in all animations ... the gun ars so fake and looking so bad ... we already have game gun then why u building another gun for niamation"
- "not lny gund but also the all wepons, in animation, (if its not a wepon we have then ink cast it, if its a waepon we have the use the original one with full physics of it)"

## The rule
1. **A weapon the game has is the game's own weapon in every frame.**
   - Same parts, colours, outline and skin as gameplay: StickDraw.Weapon + WeaponDefs, with the fighter's real weapon skin.
   - Never a page-drawn lookalike.
   - It works like the gameplay weapon: grip, two-hand placement, muzzle flash at the def's muzzle, recoil, glow, minigun spin.
2. **Full physics.** When a game weapon leaves a hand (dropped, thrown, knocked away, cut, falls with a corpse), it moves by the game's own item physics: tumble, bounce, land flat, settle. It's never a hand-keyed page path.
3. **Not a game weapon → INK-CAST.** Any weapon or weapon-like prop the game doesn't have (custom blades, clubs, daggers, improvised props, a kill's special gun) is drawn in the CASTINK58 ink-cast look, the same family as THE OFFERED HAND's ink swords.
   - In-world set pieces that aren't weapons (signs, walls, slabs, houses) stay as they are.
4. **A kill that changes a game weapon** (sawn-off cut, bent barrel, melt, freeze, gold) starts from the game weapon's real parts and applies the change on top. No redraw.

## How
- **GAME (bakes):**
  - The recorder writes a WEAPON track instead of weapon geometry: id, skin, owner/hand, grip x/y, angle, flipY, scale, alpha, state (held / fire / reload / thrown / free / attached-to-corpse), mods.
  - The player draws it with StickDraw.Weapon on the real cosmetics.
  - On release it hands the weapon to the game item physics, with the bake's release velocity and spin.
  - Owners: BAKE-LEAD (recorder + BAKE_FORMAT amendment) and BAKE-PERF (player + physics hand-off).
- **PAGES (the reference):**
  - The held/dropped weapon path renders in the game look (flat role colours + ink outline, as StickDraw.Weapon).
  - Every kill's custom weapon drawing is audited: a game weapon goes through K.drawWeaponAt, a non-game one is ink-cast.
  - Owners: STYLE-PORT (shared path + audit list), then the fixers in their own lanes.
- **GATE:**
  - A WEAPON check: every weapon in the frame is either the game weapon (silhouette match vs StickDraw.Weapon) or ink-cast.
  - Dropped game weapons move only under physics after release.
  - The coordinator checks weapons in every strip.
